--- deliantra/server/include/player.h 2006/02/22 18:01:58 1.1.1.2 +++ deliantra/server/include/player.h 2006/08/29 08:01:36 1.10 @@ -37,7 +37,7 @@ /* wand/rod/horn rolled into range_misc. They all use the same body location * anyways. */ -typedef enum rangetype { +enum rangetype { range_bottom = -1, range_none = 0, range_bow = 1, @@ -47,9 +47,9 @@ range_skill = 5, range_builder = 6, range_size = 7 -} rangetype; +}; -typedef enum _bowtype { +enum bowtype_t { bow_normal = 0, bow_threewide = 1, bow_spreadshot = 2, @@ -61,8 +61,8 @@ bow_sw = 8, bow_w = 9, bow_nw = 10, /* must stay at 10 */ - bow_bestarrow = 11 -} bowtype_t; + bow_bestarrow = 11 +}; typedef enum _petmode { pet_normal = 0, @@ -84,9 +84,9 @@ unapply_nochoice=0, /* Will unapply objects when there no choice to unapply */ unapply_never=1, /* will not unapply objects automatically */ unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */ - /* no choice - if there are multiple ojbect of the same type */ - /* that need to be unapplied, there is no way for the player */ - /* to control which of these will be unapplied. */ + /* no choice - if there are multiple ojbect of the same type */ + /* that need to be unapplied, there is no way for the player */ + /* to control which of these will be unapplied. */ } unapplymode; /* not really the player, but tied pretty closely */ @@ -98,28 +98,25 @@ #ifdef PARTY_KILL_LOG struct party_kill { - char killer[MAX_NAME+1],dead[MAX_NAME+1]; - sint64 exp; + char killer[MAX_NAME+1],dead[MAX_NAME+1]; + sint64 exp; } party_kills[PARTY_KILL_LOG]; #endif sint64 total_exp; uint32 kills; } partylist; -typedef struct pl { - struct pl *next; /* Pointer to next player, NULL if this is last */ - NewSocket socket; /* Socket information for this player */ - char maplevel[MAX_BUF]; /* On which level is the player? */ - struct mapdef *loading; /* When entering a map in progress of loading, not really used */ - char savebed_map[MAX_BUF]; /* map where player will respawn after death */ - sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */ +// memsettable part of player +struct player_memset +{ + object *ob; /* The object representing the player */ + mapstruct *loading; /* When entering a map in progress of loading, not really used */ rangetype shoottype; /* Which range-attack is being used by player */ - char spellparam[MAX_BUF]; /* What param to add to spells */ bowtype_t bowtype; /* which firemode? */ petmode_t petmode; /* which petmode? */ object *ranges[range_size];/* object for each range. Set up in fix player. Note */ - /* That not all are used, it is just nice to map this 1:1 */ - /* With the range names */ + /* That not all are used, it is just nice to map this 1:1 */ + /* With the range names */ uint32 golem_count; /* To track the golem */ usekeytype usekeys; /* Method for finding keys for doors */ unapplymode unapply; /* Method for auto unapply */ @@ -166,15 +163,19 @@ float last_speed; /* Last speed as sent to client */ sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ int Swap_First; /* First stat player has selected to swap */ - object *ob; /* The object representing the player */ object *last_used; /* Pointer to object last picked or applied */ uint32 last_used_id; /* Safety measures to be sure it's the same */ sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ - /* the player can see. For maps smaller than */ - /* MAP_CLIENT_.., the upper left is used */ + /* the player can see. For maps smaller than */ + /* MAP_CLIENT_.., the upper left is used */ + + sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */ + char savebed_map[MAX_BUF]; /* map where player will respawn after death */ + char maplevel[MAX_BUF]; /* On which level is the player? */ + char spellparam[MAX_BUF]; /* What param to add to spells */ char own_title[MAX_NAME]; /* Title the player has chosen for themself */ - /* Note that for dragon players, this is filled in for them */ + /* Note that for dragon players, this is filled in for them */ char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ sint8 levhp[11]; /* What the player gained on that level */ @@ -196,9 +197,9 @@ #endif partylist *party; /* Party this player is part of */ partylist *party_to_join; /* used when player wants to join a party */ - /* but we will have to get password first */ - /* so we have to remember which party to */ - /* join */ + /* but we will have to get password first */ + /* so we have to remember which party to */ + /* join */ char search_str[MAX_BUF]; /* Item we are looking for */ sint16 encumbrance; /* How much our player is encumbered */ Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ @@ -206,8 +207,16 @@ uint16 outputs_count; /* Print if this count is exceeded */ object *mark; /* marked object */ uint32 mark_count; /* count of mark object */ - object *transport; /* transport the player is in */ /* Special DM fields */ tag_t* stack_items; /* Item stack for patch/dump/... commands */ int stack_position; /* Current stack position, 0 for no item */ +}; + +typedef struct pl : player_memset, attachable +{ + static data_type get_dt () { return DT_PLAYER; } + + struct pl *next; /* Pointer to next player, NULL if this is last */ + NewSocket socket; /* Socket information for this player */ } player; +